Demon Lord, Sonechard (General of Orcus)
CR 21 XP: 409,600CE Large outsider (Chaotic, Evil, Extraplanar)
Init +5; Senses Darkvision 60 ft., telepathy 100 ft.,; Perception +41
AC 10, touch 10, flat-footed 9 (-1 size, +1 Dex)
HP 17 1d8+12
Fort +25, Ref +19, Will +21
DR 20/cold iron and good; Immune electricity and poison; SR 29; Resist acid 10, cold 10 and fire 10
Speed 40 ft., fly 80 ft. (good)
Melee +4 unholy heavy pick of wounding +38/+33/+28/+23/+18 (1d8+17), claw +29 (1d8+6) or 2 claws +34 (1d8+13)
Space 10 ft., Reach 10 ft.
Special Attacks Control undead, spell-like abilities, stench, summon demons, summon undead, undead master
Spell-Like Abilities At will—animate dead, blasphemy (DC 26), create undead, death knell (DC 21), detect magic, detect good, desecrate, greater dispel magic, greater teleport (self plus 50 pounds of objects only), power word stun, suggestion (DC 22), telekinesis (DC 24), tongues (self only), unhallow, unholy aura (DC 27), unholy blight (DC 23), wall of fire; 3/day—create greater undead, fireball (DC 22); 1/day—circle of death (DC 25), destruction (DC 26). Caster level 20th. The save DCs are Charisma-based.
Before Combat Sonechard is almost always encountered with a large number of demons or undead at his side. When he enters battle, he usually unleashes a fireball at his foes immediately, and then follows it up with a circle of death effect or a suggestion. Dying creatures are subjected to his death knell spell-like ability and then raised via animate dead. Should Sonechard find himself on the losing end of a battle, he does not hesitate to retreat, covering his escape with summoned or created undead and demons. A defeat is not forgotten—or forgiven. He remembers his opponents, and sends his troops to exterminate them at first chance, bringing their carcasses to his keep where he grinds their remains into a fine powder and gives it to his servants to be used to spice up the keep’s foodstuffs. Sonechard’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Str 37, Dex 13, Con 34, Int 26, Wis 26, Cha 28
Base Atk +22; CMB +36; CMD 47
Feats Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (Heavy Pick)
Skills Acrobatics +31, Bluff +34, Climb +38, Diplomacy +42, Intimidate +38, Knowledge (arcana) +33, Knowledge (planes) +33, Perception +41, Sense Motive +33, Spellcraft +37, Survival +41, Use Magic Device +33
Racial Modifiers +8 on Perception
Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin, Ignan, and Infernal, and Terran.
Gear Sonechard’s +4 heavy pick is imbued with the unholy and wounding special qualities. The unholy special quality makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Further, this weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
Environment the Abyss
Organization Solitary or troupe (Sonechard plus 1-4 wraiths or spectres, 2-16 shadows, and 2-20 skeletons or zombies)
Treasure Double standard, plus +4 unholy heavy pick of wounding
Stench (Ex) Sonechard’s form secretes a nauseating odor that emanates from him to a range of 20 feet. All living creatures within 20 feet of Sonechard must succeed on a DC 33 Fortitude save or be nauseated for 10 rounds. The save DC is Constitution-based. Creatures that successfully save take a –2 penalty on attack rolls for 1 hour and cannot be affected again by his stench for one day. A delay poison or neutralize poison spell removes the effect from the nauseated creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Summon Demons (Sp) Once per day, Sonechard can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezus, marilith or balor. This ability is the equivalent of a 9th level spell.
Summon Undead (Sp) This ability allows Sonechard to create a maximum of 50 HD of undead with a single use of animate dead. If used in conjunction with desecrate, he can create 100 HD of undead with a single use.
This ram-headed humanoid appears to be at least as twice as tall as a human and has leathery grey skin. Large, curved horns, the left one broken off midway from its starting point, jut from its head. Two large bat-like wings spread from his shoulders. The creature’s body is covered in thick, dark hair. Portions of the hair are torn away in areas revealing masses of battle-born scars and damage.
Sonechard stands 14 feet tall and weighs about 3,500 pounds.
Sonechard is a General in the infernal armies of Orcus and serves him—at least to all onlookers—with unswerving loyalty. He has countless numbers of demons and undead at his command. Though his true loyalty lies only to himself, he would never openly refuse a request by Orcus nor challenge his position as Prince of the Undead. Should the day come when Orcus weakens, Sonechard plans to be there to claim what he believes is rightfully his.
Sonechard makes his home in a large castle that sits atop a plateau of scorched earth surrounded by a moat of blood. The walls are constructed of bone and sinew, and it is said that the souls of those who cross him are entombed within.
Copyright Notice Author Scott Greene
No comments:
Post a Comment